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Searched refs:nir_variable_create (Results 1 – 25 of 115) sorted by relevance

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/external/mesa3d/src/amd/vulkan/tests/
Dradv_nir_lower_hit_attrib_derefs_tests.cpp89 …nir_variable *vec3_var = nir_variable_create(b->shader, nir_var_ray_hit_attrib, glsl_vec_type(3), … in TEST_F()
90 …nir_variable *uint64_var = nir_variable_create(b->shader, nir_var_ray_hit_attrib, glsl_uint64_t_ty… in TEST_F()
91 …nir_variable *uint16_var = nir_variable_create(b->shader, nir_var_ray_hit_attrib, glsl_uint16_t_ty… in TEST_F()
92 …nir_variable *uint8_var = nir_variable_create(b->shader, nir_var_ray_hit_attrib, glsl_uint8_t_type… in TEST_F()
93 …nir_variable *bool_var = nir_variable_create(b->shader, nir_var_ray_hit_attrib, glsl_bool_type(), … in TEST_F()
125 nir_variable_create(b->shader, nir_var_ray_hit_attrib, in TEST_F()
142 nir_variable_create(b->shader, nir_var_ray_hit_attrib, in TEST_F()
164 …nir_variable *struct_var = nir_variable_create(b->shader, nir_var_ray_hit_attrib, var_type, "hit_a… in TEST_F()
198 …nir_variable *struct_var = nir_variable_create(b->shader, nir_var_ray_hit_attrib, var_type, "hit_a… in TEST_F()
220 nir_variable_create(b->shader, nir_var_ray_hit_attrib, in TEST_F()
/external/mesa3d/src/amd/vulkan/nir/
Dradv_nir_rt_shader.c245 vars.idx = nir_variable_create(shader, nir_var_shader_temp, glsl_uint_type(), "idx"); in create_rt_variables()
246 …vars.shader_addr = nir_variable_create(shader, nir_var_shader_temp, glsl_uint64_t_type(), "shader_… in create_rt_variables()
247 …vars.traversal_addr = nir_variable_create(shader, nir_var_shader_temp, glsl_uint64_t_type(), "trav… in create_rt_variables()
248 vars.arg = nir_variable_create(shader, nir_var_shader_temp, glsl_uint_type(), "arg"); in create_rt_variables()
249 vars.stack_ptr = nir_variable_create(shader, nir_var_shader_temp, glsl_uint_type(), "stack_ptr"); in create_rt_variables()
250 …vars.shader_record_ptr = nir_variable_create(shader, nir_var_shader_temp, glsl_uint64_t_type(), "s… in create_rt_variables()
253 …vars.ahit_isec_count = nir_variable_create(shader, nir_var_shader_temp, glsl_uint_type(), "ahit_is… in create_rt_variables()
256 …vars.accel_struct = nir_variable_create(shader, nir_var_shader_temp, glsl_uint64_t_type(), "accel_… in create_rt_variables()
257 …vars.cull_mask_and_flags = nir_variable_create(shader, nir_var_shader_temp, glsl_uint_type(), "cul… in create_rt_variables()
258 …vars.sbt_offset = nir_variable_create(shader, nir_var_shader_temp, glsl_uint_type(), "sbt_offset"); in create_rt_variables()
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Dradv_nir_lower_view_index.c37 var = nir_variable_create(nir, nir_var_shader_in, glsl_int_type(), "layer id"); in find_layer_in_var()
/external/mesa3d/src/vulkan/runtime/
Dvk_meta_draw_rects.c68 nir_variable *in = nir_variable_create(b->shader, nir_var_shader_in, in vk_meta_draw_rects_vs_nir()
73 nir_variable_create(b->shader, nir_var_shader_out, glsl_vec4_type(), in vk_meta_draw_rects_vs_nir()
78 nir_variable_create(b->shader, nir_var_shader_out, glsl_int_type(), in vk_meta_draw_rects_vs_nir()
105 nir_variable_create(b->shader, nir_var_shader_in, in vk_meta_draw_rects_gs_nir()
110 nir_variable_create(b->shader, nir_var_shader_in, in vk_meta_draw_rects_gs_nir()
115 nir_variable_create(b->shader, nir_var_shader_out, in vk_meta_draw_rects_gs_nir()
120 nir_variable_create(b->shader, nir_var_shader_out, in vk_meta_draw_rects_gs_nir()
Dvk_texcompress_etc2.c157 …nir_variable *input_img_2d = nir_variable_create(b.shader, nir_var_uniform, sampler_type_2d, "s_te… in etc2_build_shader()
161 …nir_variable *input_img_3d = nir_variable_create(b.shader, nir_var_uniform, sampler_type_3d, "s_te… in etc2_build_shader()
165 …nir_variable *output_img_2d = nir_variable_create(b.shader, nir_var_image, img_type_2d, "out_img_2… in etc2_build_shader()
169 …nir_variable *output_img_3d = nir_variable_create(b.shader, nir_var_image, img_type_3d, "out_img_3… in etc2_build_shader()
185 …nir_variable *payload_var = nir_variable_create(b.shader, nir_var_shader_temp, glsl_vec4_type(), "… in etc2_build_shader()
203 …nir_variable *color = nir_variable_create(b.shader, nir_var_shader_temp, glsl_vec4_type(), "color"… in etc2_build_shader()
220 …nir_variable *punchthrough = nir_variable_create(b.shader, nir_var_shader_temp, glsl_bool_type(), … in etc2_build_shader()
224 …nir_variable *etc1_compat = nir_variable_create(b.shader, nir_var_shader_temp, glsl_bool_type(), "… in etc2_build_shader()
228 nir_variable_create(b.shader, nir_var_shader_temp, glsl_float_type(), "alpha_result"); in etc2_build_shader()
241 …nir_variable *rgb_result = nir_variable_create(b.shader, nir_var_shader_temp, uvec3_type, "rgb_res… in etc2_build_shader()
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/external/mesa3d/src/intel/blorp/
Dblorp_brw.c209 nir_variable *a_header = nir_variable_create(b.shader, nir_var_shader_in, in blorp_params_get_layer_offset_vs_brw()
213 nir_variable *v_layer = nir_variable_create(b.shader, nir_var_shader_out, in blorp_params_get_layer_offset_vs_brw()
224 nir_variable *a_vertex = nir_variable_create(b.shader, nir_var_shader_in, in blorp_params_get_layer_offset_vs_brw()
228 nir_variable *v_pos = nir_variable_create(b.shader, nir_var_shader_out, in blorp_params_get_layer_offset_vs_brw()
236 nir_variable *a_in = nir_variable_create(b.shader, nir_var_shader_in, in blorp_params_get_layer_offset_vs_brw()
240 nir_variable *v_out = nir_variable_create(b.shader, nir_var_shader_out, in blorp_params_get_layer_offset_vs_brw()
Dblorp_elk.c281 nir_variable *a_header = nir_variable_create(b.shader, nir_var_shader_in, in blorp_params_get_layer_offset_vs_elk()
285 nir_variable *v_layer = nir_variable_create(b.shader, nir_var_shader_out, in blorp_params_get_layer_offset_vs_elk()
296 nir_variable *a_vertex = nir_variable_create(b.shader, nir_var_shader_in, in blorp_params_get_layer_offset_vs_elk()
300 nir_variable *v_pos = nir_variable_create(b.shader, nir_var_shader_out, in blorp_params_get_layer_offset_vs_elk()
308 nir_variable *a_in = nir_variable_create(b.shader, nir_var_shader_in, in blorp_params_get_layer_offset_vs_elk()
312 nir_variable *v_out = nir_variable_create(b.shader, nir_var_shader_out, in blorp_params_get_layer_offset_vs_elk()
/external/mesa3d/src/gallium/drivers/d3d12/
Dd3d12_compute_transforms.cpp40 nir_variable *count_ubo = nir_variable_create(b.shader, nir_var_mem_ubo, in get_indirect_draw_base_vertex_transform()
45 nir_variable *input_ssbo = nir_variable_create(b.shader, nir_var_mem_ssbo, in get_indirect_draw_base_vertex_transform()
47 nir_variable *output_ssbo = nir_variable_create(b.shader, nir_var_mem_ssbo, in get_indirect_draw_base_vertex_transform()
108 nir_variable *output_so_data_var = nir_variable_create(b.shader, nir_var_mem_ssbo, in get_fake_so_buffer_copy_back()
110 …nir_variable *input_so_data_var = nir_variable_create(b.shader, nir_var_mem_ssbo, output_so_data_v… in get_fake_so_buffer_copy_back()
115 nir_variable *input_ubo = nir_variable_create(b.shader, nir_var_mem_ubo, in get_fake_so_buffer_copy_back()
160nir_variable_create(b.shader, nir_var_mem_ssbo, glsl_array_type(glsl_uint_type(), 0, 0), "fake_so"… in get_fake_so_buffer_vertex_count()
163 nir_variable *real_so_var = nir_variable_create(b.shader, nir_var_mem_ssbo, in get_fake_so_buffer_vertex_count()
193 nir_variable_create(b.shader, nir_var_mem_ssbo, glsl_array_type(glsl_uint_type(), 0, 0), "ssbo"); in get_draw_auto()
233 …inputs[i] = nir_variable_create(b.shader, nir_var_mem_ssbo, glsl_array_type(glsl_uint64_t_type(), … in get_query_resolve()
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Dd3d12_tcs_variant.cpp100 nir_variable *in = nir_variable_create(nir, nir_var_shader_in, type, buf); in create_tess_ctrl_shader_variant()
102 nir_variable *out = nir_variable_create(nir, nir_var_shader_out, type, buf); in create_tess_ctrl_shader_variant()
116 …nir_variable *gl_TessLevelInner = nir_variable_create(nir, nir_var_shader_out, glsl_array_type(gls… in create_tess_ctrl_shader_variant()
120 …nir_variable *gl_TessLevelOuter = nir_variable_create(nir, nir_var_shader_out, glsl_array_type(gls… in create_tess_ctrl_shader_variant()
Dd3d12_gs_variant.cpp103 in = nir_variable_create(nir, in d3d12_make_passthrough_gs()
114 out = nir_variable_create(nir, in d3d12_make_passthrough_gs()
198 emit_ctx->in[emit_ctx->num_vars] = nir_variable_create(nir, in d3d12_begin_emit_primitives_gs()
217 emit_ctx->out[emit_ctx->num_vars] = nir_variable_create(nir, in d3d12_begin_emit_primitives_gs()
232 emit_ctx->front_facing_var = nir_variable_create(nir, in d3d12_begin_emit_primitives_gs()
/external/mesa3d/src/intel/vulkan/
Danv_nir_lower_multiview.c138 nir_variable_create(b->shader, nir_var_shader_in, in build_view_index()
213 nir_variable_create(shader, nir_var_shader_out, in anv_nir_lower_multiview()
268 nir_variable_create(shader, nir_var_shader_out, in anv_nir_lower_multiview()
275 nir_variable_create(shader, nir_var_shader_out, in anv_nir_lower_multiview()
/external/mesa3d/src/compiler/nir/tests/
Ddce_tests.cpp80 nir_variable *var = nir_variable_create(b->shader, nir_var_shader_out, glsl_int_type(), "out"); in TEST_F()
126 nir_variable *var = nir_variable_create(b->shader, nir_var_shader_out, glsl_int_type(), "out"); in TEST_F()
Dopt_if_tests.cpp39 nir_variable *var = nir_variable_create(b->shader, nir_var_shader_in, glsl_int_type(), "in"); in nir_opt_if_test()
42 out_var = nir_variable_create(b->shader, nir_var_shader_out, glsl_int_type(), "out"); in nir_opt_if_test()
Dload_store_vectorizer_tests.cpp1167 …nir_variable *var = nir_variable_create(b->shader, nir_var_mem_shared, glsl_array_type(glsl_uint_t… in TEST_F()
1201 …nir_variable *var = nir_variable_create(b->shader, nir_var_mem_shared, glsl_array_type(glsl_uint_t… in TEST_F()
1218 …nir_variable *var = nir_variable_create(b->shader, nir_var_mem_shared, glsl_array_type(glsl_uint_t… in TEST_F()
1253 …nir_variable *var = nir_variable_create(b->shader, nir_var_mem_shared, glsl_array_type(glsl_uint_t… in TEST_F()
1292 …nir_variable *var = nir_variable_create(b->shader, nir_var_mem_shared, glsl_struct_type(fields, 2,… in TEST_F()
1326 …nir_variable *var = nir_variable_create(b->shader, nir_var_mem_shared, glsl_array_type(glsl_uint_t… in TEST_F()
1360 …nir_variable *var = nir_variable_create(b->shader, nir_var_mem_shared, glsl_array_type(glsl_uint_t… in TEST_F()
1377 …nir_variable *var = nir_variable_create(b->shader, nir_var_mem_shared, glsl_array_type(glsl_uint_t… in TEST_F()
1414 …nir_variable *var = nir_variable_create(b->shader, nir_var_mem_shared, glsl_array_type(glsl_bool_t… in TEST_F()
1454 …nir_variable *var = nir_variable_create(b->shader, nir_var_mem_shared, glsl_struct_type(fields, 2,… in TEST_F()
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Dopt_shrink_vectors_tests.cpp37 nir_variable *var = nir_variable_create(b->shader, nir_var_shader_in, glsl_vec_type(2), "in"); in nir_opt_shrink_vectors_test()
40 out_var = nir_variable_create(b->shader, nir_var_shader_out, glsl_vec_type(1), "out"); in nir_opt_shrink_vectors_test()
524 out_var = nir_variable_create(b->shader, in TEST_F()
/external/mesa3d/src/amd/vulkan/meta/
Dradv_meta_blit.c44 nir_variable *pos_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "gl_Position"); in build_nir_vertex_shader()
47 nir_variable *tex_pos_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "v_tex_pos"); in build_nir_vertex_shader()
86 nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, vec4, "v_tex_pos"); in build_nir_copy_fragment_shader()
98 nir_variable *sampler = nir_variable_create(b.shader, nir_var_uniform, sampler_type, "s_tex"); in build_nir_copy_fragment_shader()
105 nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "f_color"); in build_nir_copy_fragment_shader()
118 nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, vec4, "v_tex_pos"); in build_nir_copy_fragment_shader_depth()
130 nir_variable *sampler = nir_variable_create(b.shader, nir_var_uniform, sampler_type, "s_tex"); in build_nir_copy_fragment_shader_depth()
137 nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "f_color"); in build_nir_copy_fragment_shader_depth()
150 nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, vec4, "v_tex_pos"); in build_nir_copy_fragment_shader_stencil()
162 nir_variable *sampler = nir_variable_create(b.shader, nir_var_uniform, sampler_type, "s_tex"); in build_nir_copy_fragment_shader_stencil()
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Dradv_meta_blit2d.c372 nir_variable *pos_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "gl_Position"); in build_nir_vertex_shader()
375 nir_variable *tex_pos_out = nir_variable_create(b.shader, nir_var_shader_out, vec2, "v_tex_pos"); in build_nir_vertex_shader()
413 nir_variable *sampler = nir_variable_create(b->shader, nir_var_uniform, sampler_type, "s_tex"); in build_nir_texel_fetch()
446 nir_variable *sampler = nir_variable_create(b->shader, nir_var_uniform, sampler_type, "s_tex"); in build_nir_buffer_fetch()
475 nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, vec2, "v_tex_pos"); in build_nir_copy_fragment_shader()
478 nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "f_color"); in build_nir_copy_fragment_shader()
500 nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, vec2, "v_tex_pos"); in build_nir_copy_fragment_shader_depth()
503 nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "f_color"); in build_nir_copy_fragment_shader_depth()
525 nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, vec2, "v_tex_pos"); in build_nir_copy_fragment_shader_stencil()
528 nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "f_color"); in build_nir_copy_fragment_shader_stencil()
Dradv_meta_bufimage.c42 nir_variable *input_img = nir_variable_create(b.shader, nir_var_uniform, sampler_type, "s_tex"); in build_nir_itob_compute_shader()
46 nir_variable *output_img = nir_variable_create(b.shader, nir_var_image, img_type, "out_img"); in build_nir_itob_compute_shader()
192 nir_variable *input_img = nir_variable_create(b.shader, nir_var_uniform, buf_type, "s_tex"); in build_nir_btoi_compute_shader()
196 nir_variable *output_img = nir_variable_create(b.shader, nir_var_image, img_type, "out_img"); in build_nir_btoi_compute_shader()
339 nir_variable *input_img = nir_variable_create(b.shader, nir_var_uniform, buf_type, "s_tex"); in build_nir_btoi_r32g32b32_compute_shader()
343 nir_variable *output_img = nir_variable_create(b.shader, nir_var_image, img_type, "out_img"); in build_nir_btoi_r32g32b32_compute_shader()
467 nir_variable *input_img = nir_variable_create(b.shader, nir_var_uniform, buf_type, "s_tex"); in build_nir_itoi_compute_shader()
471 nir_variable *output_img = nir_variable_create(b.shader, nir_var_image, img_type, "out_img"); in build_nir_itoi_compute_shader()
634 nir_variable *input_img = nir_variable_create(b.shader, nir_var_uniform, type, "input_img"); in build_nir_itoi_r32g32b32_compute_shader()
638 nir_variable *output_img = nir_variable_create(b.shader, nir_var_image, img_type, "output_img"); in build_nir_itoi_r32g32b32_compute_shader()
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/external/mesa3d/src/intel/vulkan_hasvk/
Danv_nir_lower_multiview.c138 nir_variable_create(b->shader, nir_var_shader_in, in build_view_index()
243 nir_variable_create(shader, nir_var_shader_out, in anv_nir_lower_multiview()
250 nir_variable_create(shader, nir_var_shader_out, in anv_nir_lower_multiview()
/external/mesa3d/src/microsoft/vulkan/
Ddzn_nir.c51 nir_variable_create(b->shader, mode, dummy_type, name); in dzn_nir_create_bo_desc()
574 nir_variable_create(b.shader, nir_var_shader_out, glsl_vec4_type(), in dzn_nir_blit_vs()
580 nir_variable_create(b.shader, nir_var_shader_out, glsl_vec_type(3), in dzn_nir_blit_vs()
632 nir_variable_create(b.shader, nir_var_uniform, tex_type, "texture"); in dzn_nir_blit_fs()
636 nir_variable_create(b.shader, nir_var_shader_in, in dzn_nir_blit_fs()
643 nir_variable_create(b.shader, nir_var_shader_in, in dzn_nir_blit_fs()
655 out = nir_variable_create(b.shader, nir_var_shader_out, in dzn_nir_blit_fs()
755 nir_variable_create(b.shader, nir_var_uniform, glsl_bare_sampler_type(), "sampler"); in dzn_nir_blit_fs()
880 in[num_vars] = nir_variable_create(nir, in dzn_nir_polygon_point_mode_gs()
891 out[num_vars] = nir_variable_create(nir, nir_var_shader_out, var->type, tmp); in dzn_nir_polygon_point_mode_gs()
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/external/mesa3d/src/gallium/drivers/v3d/
Dv3d_blit.c470 nir_variable *pos_in = nir_variable_create(b.shader, in v3d_get_sand8_vs()
474 nir_variable *pos_out = nir_variable_create(b.shader, in v3d_get_sand8_vs()
526 nir_variable_create(b.shader, nir_var_shader_out, in v3d_get_sand8_fs()
531 nir_variable_create(b.shader, nir_var_shader_in, vec4, "pos"); in v3d_get_sand8_fs()
546 nir_variable_create(b.shader, nir_var_uniform, glsl_uint, in v3d_get_sand8_fs()
754 nir_variable *pos_in = nir_variable_create(b.shader, in v3d_get_sand30_vs()
758 nir_variable *pos_out = nir_variable_create(b.shader, in v3d_get_sand30_vs()
840 nir_variable *color_out = nir_variable_create(b.shader, in v3d_get_sand30_fs()
846 nir_variable_create(b.shader, nir_var_shader_in, vec4, "pos"); in v3d_get_sand30_fs()
894 nir_variable_create(b.shader, nir_var_uniform, in v3d_get_sand30_fs()
/external/mesa3d/src/mesa/state_tracker/
Dst_draw_hw_select.c92 nir_variable *in_pos = nir_variable_create( in get_input_vertices()
140 nir_variable *culling_config = nir_variable_create( in face_culling()
352 nir_variable *plane = nir_variable_create( in get_user_clip_plane()
363 nir_variable *depth_scale = nir_variable_create( in get_depth_range_transform()
367 nir_variable *depth_transport = nir_variable_create( in get_depth_range_transform()
397 nir_variable *in_offset = nir_variable_create( in update_result_buffer()
404 nir_variable *uni_offset = nir_variable_create( in update_result_buffer()
410 nir_variable_create(b->shader, nir_var_mem_ssbo, in update_result_buffer()
Dst_pbo.c336 nir_variable *in_pos = nir_variable_create(b.shader, nir_var_shader_in, in_type, "in_pos"); in st_pbo_create_gs()
414 nir_variable_create(b.shader, nir_var_uniform, glsl_vec4_type(), "param"); in create_fs()
480 nir_variable_create(b.shader, nir_var_uniform, in create_fs()
503 nir_variable_create(b.shader, nir_var_uniform, in create_fs()
543 nir_variable_create(b.shader, nir_var_image, in create_fs()
/external/mesa3d/src/gallium/drivers/vc4/
Dvc4_blit.c235 nir_variable *pos_in = nir_variable_create(b.shader, nir_var_shader_in, in vc4_get_yuv_vs()
238 nir_variable *pos_out = nir_variable_create(b.shader, nir_var_shader_out, in vc4_get_yuv_vs()
278 nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, in vc4_get_yuv_fs()
282 nir_variable *pos_in = nir_variable_create(b.shader, nir_var_shader_in, in vc4_get_yuv_fs()
293 nir_variable *stride_in = nir_variable_create(b.shader, nir_var_uniform, in vc4_get_yuv_fs()
/external/mesa3d/src/freedreno/ir3/
Dir3_nir_lower_layer_id.c23 layer = nir_variable_create(b->shader, nir_var_shader_in, glsl_int_type(), "layer"); in nir_lower_layer_id()

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